public static void SendConfrimSelect(ConfrimType ct, byte m)
    {
        NetOutgoingMessage outmsg = client.CreateMessage();

        outmsg.Write((byte)PacketType.ConfrimSelect);
        outmsg.Write(core.GetPlayerName());
        outmsg.Write((byte)ct);
        if (ct == ConfrimType.SelectFaction)
        {
            outmsg.Write((byte)m);
        }
        client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
    }
Exemple #2
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    private void ConfrimSelect(NetIncomingMessage incmsg)
    {
        string      playerName = incmsg.ReadString();
        World       w          = serverCore.GetWorld();
        DataBase    db         = serverCore.GetDataBase();
        ConfrimType ct         = (ConfrimType)incmsg.ReadByte();
        int         xpos       = serverCore.random.Next(2) == 0 ? 750 : -750;
        int         ypos       = serverCore.random.Next(2) == 0 ? 750 : -750;

        if (ct == ConfrimType.SelectFaction)
        {
            Faction   f          = (Faction)incmsg.ReadByte();
            ShipType  st         = 0;
            Vector2   pos        = Vector2.Zero;
            GunSlot[] gs         = new GunSlot[2];
            int[]     components = { 1, 1, 0, 0, 0, 0, 0 };
            if (f == Faction.Civilian)
            {
                st  = ShipType.CivSmall1;
                pos = new Vector2(1500, -500);
            }
            else if (f == Faction.Enemy)
            {
                st  = ShipType.EnemySmall1;
                pos = new Vector2(-1500, -500);
            }
            else if (f == Faction.Human)
            {
                st  = ShipType.HumanSmall1;
                pos = new Vector2(0, 1500);
            }
            ShipPlayer s = new ShipPlayer(pos, pos, f, st, components, w, 0, 0);
            s.shipName = playerName;
            if (f == Faction.Civilian)
            {
                for (int i = 0; i < 2; i++)
                {
                    gs[i] = new GunSlot(GunType.GausSmall, s);
                }
            }
            else if (f == Faction.Enemy)
            {
                for (int i = 0; i < 2; i++)
                {
                    gs[i] = new GunSlot(GunType.LaserSmall, s);
                }
            }
            else if (f == Faction.Human)
            {
                for (int i = 0; i < 2; i++)
                {
                    gs[i] = new GunSlot(GunType.PlasmSmall, s);
                }
            }
            s.jumpX = xpos;
            s.jumpY = ypos;
            s.AddGuns(gs);
            //timersToSendNpcs.Add(0);
            //netConnections.Add(incmsg.SenderConnection);
            ServerPacketSender.SendAllNpcs(w, incmsg.SenderConnection);
            w.ships.Add(s);
            ServerPacketSender.SendNewPlayer(s, false);
            ServerCore.LogAdd(playerName + " connected.");
            db.SaveUser(playerName, s);
        }
    }